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September 13, 2016, 09:09:32 AM
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Offline NES Boy

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  • Date Registered: May 19, 2014, 04:59:05 PM

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How to manipulate campaign progress
« on: September 13, 2016, 09:09:32 AM »
This is for people who are having trouble progressing in the game or losing their progress.

Progress in Mega Man 8-Bit Deathmatch relies on the following CVARs:
    SaveProgress
    MM8BDM_BassChallenge
    MM8BDM_MemoryIntroduction
    MM8BDM_EnkerDefeated
    MM8BDM_PunkDefeated
    MM8BDM_BalladeDefeated
    MM8BDM_CapsuleDefeated
    MM8BDM_QuintDefeated
    MM8BDM_BossRushV4
Allow me to break these down, one by one:

SaveProgress

The SaveProgress variable is an integer — a non-decimal number. This is the most important variable regarding game progress. Its main purpose is to determine how many stages are available on Dr. Light's machine. The following image is a list of valid values as of Version 5a, with each number representing how far you are into the game:

(click to show/hide)

There are other functions behind SaveProgress, however. When set to 0, you are automatically brought to Dr. Light's opening speech and the control menu. The game will also automatically set console commands for "crosshair 1", "cl_run 1", "freelook 1", and "gl_lights 0". Additional characters will also appear in the lab as the game progresses — Cold Man shows up in the kitchen after the Wily Tower levels, and Mega Man 9 Robot Masters appear after their respective levels are cleared.

Usually, Dr. Light's dialogue changes at the start of the game that the campaign currently represents, though there are instances of it changing mid-game:
    If SaveProgress is set to 1078, Dr. Light will talk about Duo's escape.
    If SaveProgress is greater than 1078 and less than 1082, Dr. Light talks about Evil Energy and Skull Tower.
    If SaveProgress is greater than 1106 and less than 1109, Dr. Light talks about Dr. Wily
Down in the lab's basement is a trophy room, which also changes as you progress. Regarding the ones the SaveProgress variable unlocks, you get one for each of the game's current five endings.

MM8BDM_BassChallenge

The MM8BDM_BassChallenge variable is a boolean — a true or false setting. Setting this to 1 or greater will enable this, and setting 0 will disable it.

The purpose of this variable is to inform players returning from V4 of the game that the Mega Man 7 chapter's boss level has been overhauled to include a new boss. When set to 0 while the SaveProgress is set to 1094 or greater, you get a cutscene at the beginning of Dr. Light's lab featuring Bass challenging you. In a fresh playthrough, it is automatically set to 1 at the beginning of the actual boss battle against Bass.

MM8BDM_MemoryIntroduction

The MM8BDM_MemoryIntroduction variable is a boolean. The purpose of this variable is to inform players that a new feature is available in Dr. Light's lab. When set to 0 while the SaveProgress is set to 1103 or greater, you get a cutscene when you enter the lab's hallway.

MM8BDM_EnkerDefeated

The MM8BDM_EnkerDefeated variable is a boolean. The purpose of this variable is to determine whether or not Enker has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay Enker's boss battle without having to clear Flash Man's level under certain conditions.

MM8BDM_PunkDefeated

The MM8BDM_PunkDefeated variable is a boolean. The purpose of this variable is to determine whether or not Punk has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay Punk's boss battle without having to clear Drill Man's level under certain conditions.

MM8BDM_BalladeDefeated

The MM8BDM_BalladeDefeated variable is a boolean. The purpose of this variable is to determine whether or not Ballade has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay Ballade's boss battle without having to clear Knight Man's level under certain conditions.

MM8BDM_CapsuleDefeated

The MM8BDM_CapsuleDefeated variable is a boolean. The purpose of this variable is to determine whether or not the Wily Capsule has been defeated during the main campaign. This enables a new choice to be available in Plug Man's memory machine, giving the player a convenient way replay the Wily Capsule's boss battle without having to clear Bass's boss battle under certain conditions.

MM8BDM_QuintDefeated

The MM8BDM_QuintDefeated variable is a boolean. The purpose of this variable is to determine whether or not Quint has been defeated. When set to 0 while the SaveProgress is set to 1110, this enables a time portal to appear somewhere in the hub, as well as dialogue from Galaxy Man about it. After defeating Quint, his boss battle can only be revisited through Plug Man's memory machine. It also adds a new trophy to the trophy room.

MM8BDM_BossRushV4

The MM8BDM_BossRushV4 variable is a boolean. The purpose of this variable is to determine whether or not the boss rush has been cleared. You get a trophy added to the trophy room upon clearing it.

I hope this helps you all in getting through the game easier. I leave you with one final nickel's worth of free advice: If you try entering these variables into the console and get the message, "Unknown command", type "ArchiveCVAR" before the variable, which will save it into your configuration file.

December 07, 2017, 08:53:21 AM
Reply #1

BigRockerEnding

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Re: How to manipulate campaign progress
« Reply #1 on: December 07, 2017, 08:53:21 AM »
This still works in v5b, but it's important to note that the story progress variable is "mm8bdm_storyprogress" instead of just "storyprogress"

January 30, 2019, 01:15:39 AM
Reply #2

duck

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Re: How to manipulate campaign progress
« Reply #2 on: January 30, 2019, 01:15:39 AM »
nothing is showing up under the spoiler thingy for when it shows you how to change the progress.  :(